Scattered bits

Nothing really big seems to be happening in WoW for me these days, so today’s post is just a collection of odd thoughts and observations.

Patch days. A couple of years ago, patch days almost certainly meant hours of frustration. Servers would go up and down every few minutes, your addons would render the game unplayable, people would be removed from LFR and groups at random or be locked out of instances, there would be huge server lags, the new stuff would have massive bugs — well, you get the idea.

That’s not really the case any more. Oh, sure, once in a while there are a couple of pretty obvious bugs that make you wonder if Blizz has hired Bozo the Clown as head of Quality Control, but in general patch days are very smooth. It seems like Blizz has figured it out. So I give them a shout out for that. And while I am at it, I will also give a shout out to the addon writers. At least for the addons I use — and I use quite a few — the authors seem to really be on top of patch changes. They might lag a day or two behind a new patch in terms of updates, but they catch up quickly. It has been over a year since I have had to go through the old “half and half” approach to finding a troublesome addon. (Turn off half of them, if the problem is still there, turn off half of the ones that are still on, etc., until you isolate the one that is the problem.)

Movement in Argus. Patch 7.3 is only a week old, and already I am fed up with movement on Argus. Every facet of it. I am annoyed at the setup of the Vindicaar and   how whatever you need to do on it is invariably at the other end of the ship, on a different level. At the very least, Blizz needs to give us an auto speed buff while on board — like they did for the Shrine in Mists — to help us get around faster.

And last night I kind of hit the wall with fighting through endless mobs just to get to or from a quest location. At one point, the mobs I was just trying to get past respawned almost simultaneously with me killing them. It was beyond frustrating. And I still want to know when Blizz changed their policy from roads being a safe place to roads being a terrific way to force feed everyone into more and more mobs….

This frustration is compounded by the fact that it probably will never get much better. We will never be able to fly on Argus, and the damn whistle equivalent Blizz has dangled in front of us depends on grinding for months to get the appropriate rep.

The movement frustration alone makes me want to spend as little time as possible on Argus.

Mac’Aree. Having unlocked this zone yesterday, I was pleased to see it was not another hellfire and brimstone kind of place. I haven’t done a lot of exploration there yet, but it struck me as very similar to Suramar. In spite of the yellow and orange grass and trees, it seems much more welcoming than the other two zones. I hope Blizz does not decide to make it scorched-earth ugly like they did for the Vale in Mists…

Still, the place has a closed-in feel to it, unlike the spaces in Azeroth, where you know you can keep going and eventually get to an ocean or another zone or some place of interest. You cannot do that on Argus — every zone is a small self-contained scenario-like composition. It just makes the game feel smaller to me.

Argus Invasions. I unlocked these yesterday and did one small one and one large one. It’s a little early to tell, but the small ones seem kind of like the invasions Blizz gave us at the end of WoD. That is, you go to the area and probably there will be other players already involved in them. I did not notice much of a progression to them, however, certainly not the structure we had in WoD. Also, the loot pretty much stinks.

I also did one “large” invasion. These are actual portals/scenarios you enter, and they do have more structure. You cannot really just wander into them on your own unless you want to die quickly, or unless you hope someone will see you and invite you to their group. I was in a group of 5, including a tank and a healer, and once we got to the final boss, it took us maybe 10 minutes to kill it. Not really sophisticated mechanics, mostly just pretty boring steady pew-pewing along with dodging one boss mechanic. I was unimpressed with the loot, not really sure why you would go out of your way to do one every week.

And not for nothin’, but it was again a pain in the ass to get to the portal location, you had to fight your way through mobs — of course — to get there.

Week 2 quest lines. I found these mildly interesting. They were not especially challenging, but then I don’t think they are meant to be. I was a little impatient with them, but that was because I was trying to do them all before raid time. I missed one chain initially because I did not see the starter quest in the middle of a field in Krokuun, but once I got it, I thought it was the most fun one. I will not spoil it if you have not done it, but suffice it to say that the place they take you for the final part is pretty cool.

Nice surprise. Using my stash of veiled argunite to buy a couple pieces of the 910 gear from the vendor on the Vindicaar, I got a 910 version of Bloodthirsty Instinct, the coveted trinket from Ursoc in Emerald Nightmare. This was kind of sweet for me, as the trinket was BiS for quite a while for hunters. Our raid team generously ran Ursoc H and M for several weeks until all our hunters but me got the thing, but then they lost interest, so I pretty much just lost out. The Mythic version was ilevel 880, though (unless you got some fantastic luck with titanforging), so finally getting a 910 version was definitely nice. It still sims as the best trinket for me (at 910).

Now if I could just get a 910+ version of Unstable Arcanocrystal

That’s it for this Wednesday. Any of you in the path of Hurricane Irma, please stay safe, and listen to your local authorities. I need all the readers I can get! 😉


Patch 7.3 first week impressions

We have had close to a week to explore Patch 7.3, and I am still pretty neutral about it. On the one hand there are some interesting and fun things to experience, and on the other the never-ending grind on the same-old same-old is really wearing very thin. Let me get to some specifics.

Timed content release. In general, I am not a fan of this Blizz policy, because I think it is basically one of in loco parentis — they are saving us from ourselves because we are apparently too dim-witted to pace our game play. If they release an entire patch at once, so the Blizz reasoning goes, some of us might play it all through in the first week and then begin to whimper and whine about there being nothing to dooooooo! in the game. Can’t have that, so — like mom doling out Halloween candy a piece at a time — they feed us the patch content in small pieces.

That is my thought in the abstract. In the concrete reality, though, I find I do not mind it. I would probably play the same amount of time whether or not the entire patch was immediately available, but I find nothing in the stretched out release that hinders the way I play. In fact, it encourages me to get a couple of my alts into Argus this first week, since really all there is to do on my main is try and grab as much rep as possible with the new factions and gather some of the currency — all of which can be done just by cranking out the Argus dailies.

The quests. I have found them interesting so far, but I think that is just because they are not the exact same ones we have all been doing for almost a year now. And of course they occur in new territory, so some of the interest is in finding just how in hell to get to this or that world boss or quest area. That said, I haven’t yet found any really new or innovative quests, just the same old gather-20-of-this or kill-10-of-these patterns.

Some of them, in fact, are pretty blatantly just dressed-up versions of the same ones we have been doing in Broken Shore for months now. For example, you know the one in BS along the shore where you have to point your camera up to scan the skies for big menacing birds to shoot down using a special gizmo, all the while dodging mobs on the ground and picking up supply chests? Well, leave out the supply chests and substitute spacey looking fighter craft for the birds, a different icon for the shooting gizmo, and you got one of the world quests on Argus. Exactly. It’s not just the same idea, it actually seems like the same code with a few cosmetic changes.

Zone art. This, too, so far seems like a repurposing of the zone art used in Broken Shore. The two Argus areas we have access to thus far are, like BS, nothing but stretches of rock strata punctuated by green goopy fel rivers and pools, with a cave or cave-like building thrown in once in a while as a place to park an elite or a treasure chest.

Unlike BS, however, the venue of another planet allows Blizz to dispense with some of the more pleasing and/or “normal” geography we found in Azeroth — even on BS — like a few sparse bushes or blades of grass once in a while, or a shoreline with actual ocean and maybe a few islands. And this dispensation is made even more acute by the fact that we cannot even travel between zones ourselves, we can only transport to them, thus Blizz has eliminated the need for transition zones. Argus so far is just a collection of disconnected venues for killing stuff. Which brings me to my next point,

Flying. More specifically, NO flying. Blizz has told us Argus is essentially Timeless Isle, and there will be no flying on it ever. So those cool flying mounts you worked so hard to be able to use in Legion? Forget about them, they will be consigned to waddle about through rock canyons and abutments. Those nifty class mounts Blizz so generously allowed us to earn? Same thing, unless of course you are a druid, in which case you cannot even use your class mount on Argus, since Blizz has decided druids are too stupid to choose their travel form for themselves, and there will be no flying druid forms in no-fly zones.

In the past, Blizz has given us two condescending reasons for not allowing flying. One is that certain zones are too small for it. The other — and their preferred excuse — is that flying precludes “immersion” in the game. (The real reason, I am fairly certain, is that disallowing flying makes the zone design simpler/cheaper and also serves to stretch out a player’s time.)

See, the “immersion” excuse actually makes a little sense to me, especially in the beginning of a new patch when you want to get a sense of the detailed art in the game, or you just want to do some exploring to find hidden pathways or little gems of idyllic beauty off the beaten track. But Argus has no real beauty spots, and the art is the same version of designer hell we have seen for months in BS.

All “immersion” means in 7.3 is that you get to fight your way through mobs every time you travel, every step of the way to and from quests. And Blizz has saved even more on overhead by pretty much making roads the only way you can travel — the place is chock full of invisible walls everywhere you try to go. And while I am at it, whatever happened to the old “You are much less likely to meet monsters if you stick to roads”? The reason Blizz has roads now is to funnel everyone into mob after mob after mob. Not much fun, but it sure as hell racks up the Monthly Active User stats…

Class hall and champion missions. Blizz is still cramming these down our throats. Did you breathe a sigh of relief, feel a sense of accomplishment when you finally got all your champions to gear level 900? HAHAHAHA! Well guess what, now you get to grind them up to 950! For the classes lucky enough to be granted the class hall research permitting work orders for champion gear, this is annoying but doable. For the classes that have to rely on missions only to bring back RNG-determined gear, this new requirement is disheartening in the extreme.

Make no mistake about it, this is nothing more than a naked attempt to boost the use of the WoW mobile app.

Artifact Power and artifact relics. Sigh…. Prior to the release of 7.2, Ion Hazzikostas made a big fat deal out of lecturing us on the proper approach towards collecting AP: It was supposed to be just something that just gradually happened, not meant to be chased after, not meant to overly reward those who played many hours every day, and therefore Blizz was making the AP requirements for additional concordance levels go from ridiculous to impossible. Cool it, he said to us, just play the game and don’t worry about grinding AP. (“If you play it, it will come.”)

Well. What a difference one patch makes. Now, it turns out, in order to maximize your weapon relics, you have to achieve certain (quite high) concordance levels. And to encourage you to do this (in fact, just to make it possible for you to do this) we are going back to ever-increasing levels of weapon reasearch that permit ever-higher AP rewards! Grind your little asses off, maggots! Bwaaaahaha!

Bottom line. I am happy to get some new stuff to do with 7.3, and I kind of like the idea of taking the battle to another planet. And even if the new world quests are just reruns of the Broken Shore ones, at least they are a somewhat new variation. But I can’t escape the feeling that Blizz is funneling us down a narrower and narrower chute in terms of game play — no flying, no esthetic exploring, keep up your champion missions, grind your butt off for AP again. I feel like they are sacrificing their enormous capacity for creativity all in the name of cranking out “content” at a blistering pace. And that they have begun to view players as nothing more than Monthly Active User statistics to be manipulated for the bottom line, not as customers who play their game just because they take pure delight in it.

Personal note: Thanks to the well-wishers for my family in Houston last week. It was a week of little sleep for me, along with a lot of phone calls and micro-organizing, but it ultimately resulted in a satisfactory outcome. And not for nothin’, but I come from good stock — my 80-year old great-aunt and uncle weathered hardship that would defeat many, much younger, people. Uncle Bertie and Aunt Ellen — you guys rock!

Natural disaster break

Probably no posts this week. I have relatives in Houston. We were up all night confirming they are okay, but there are some complicated logistics to figure out and execute in order to get them to a stable and safe location.

Deja vu?

As we all know, Patch 7.3 will go live with the reset next week. Some people are wildly excited about it, others not so much. For myself, I am in a wait-and-see mode about it. On the one hand, I am impressed with Blizz’s lockstep adherence to their stated release goals for Legion patches and raid tiers. I have to admit, when they announced them for Legion I was very skeptical that they would be able to keep up, and that soon we would be in another dire WoD dearth situation. Let’s face it, their recent track record up until Legion was pretty grim. But they have thus far been true to their words, and I hereby eat mine. My following comments notwithstanding, Legion is by any measure a success story for Blizz and for WoW players.

That said, my “on the other hand” comment about 7.3 is about BM hunters. I am starting to get an uneasy, gnawing feeling in my gut about Blizz’s intentions for the spec. Since the first round of class adjustments in 7.1.5 (the one where all hunter specs got their traps back), Blizz has either nerfed BM or ignored it while they buffed many other classes. When they have given us a buff, as in 7.2.5 when they gave us as baseline 2 charges of Dire Beast/Dire Frenzy, they have subsequently taken it away with larger nerf chunks — like the terrible T20 bonuses that made T19 remain the tier of choice for many many ilevels. The net effect — nerfs, leaving it alone while other classes receive buffs — has been that BM has been systematically relegated to lower and lower damage tiers. And this will apparently continue in 7.3. (Check out Bendak’s 7.3 BM outlook here, it is excellent reading.)

In my mind, this systematic downgrading of BM is eerily similar to what Blizz did to SV hunters in WoD. There, after SV was found to be wanting at the beginning of the expansion, they buffed the spec in the first major patch, found they had made a big mistake by making the spec so responsive to the secondary stat Multistrike, decided it was too much trouble to fix the stat mess, so in subsequent patches purposely nerfed SV into the ground in order to make it unplayable for the remainder of the expansion. They did this because they intended to eliminate the spec entirely in Legion, and make a melee spec with the same name. (Of course, they never breathed a word of this to bewildered SV hunters left high and dry in WoD.)

What we are seeing with BM in Legion is not exactly the same as the WoD SV pattern, but it is close enough to give me pause. BM started out Legion on the lower end of the damage spectrum, became a bit OP after 7.1.5 with the combination of tier and a couple of legendaries, and when Blizz realized what they had done they seemed to deliberately embark on a nerf spiral for the spec, with no word of explanation or intent. Are they, in fact, planning yet another huge betrayal of hunters — this time BM hunters — in the next expansion?

I have said before that most of my initial objection to BM in Legion had to do with play style and not numbers. I stand by that, and although I still dislike the general press-the-button-on-CD method, Blizz has added a small amount of complexity to the rotation that helps. Basically, I have made my peace with it.

And while I am not a meter hog, I do understand that numbers matter because of perception. It’s in some ways a self-fulfilling prophecy that if a particular spec is thought to be weak then fewer top level players will play it, thus the spec will sink even lower on the summary charts because almost no experts are playing it, etc. And one of the initial reasons people will consider a spec to be weak, like it or not, are simulation results. These have a lot of flaws, but they do have one overriding feature: for a given spec, talent and gear build, and type of fight, they will show the maximum damage potential. Absent a lottery-winning run of proc luck, almost no player in those same circumstances can hope to do better than the sim number, no matter how perfectly they may play. Now of course for any given raid there is almost never a simulation set of circumstances present. Still, the sims do give a very general benchmark of what to expect from a spec.

More to my point, when the sims as well as the actual damage charts have a spread of over 300k between the top and bottom specs, then in my opinion we are in a situation of class imbalance that implies there are definite winner and loser specs. Try though they may, Blizz has thus far failed to bring about true class balance in Legion, feel-good comments by the Game Director notwithstanding.

We can quibble about the exact damage position of BM hunters in 7.2.5 and going forward, but both the charts over time as well as my own anecdotal observations show a definite downward trend. I used to routinely be in the top 5-6 damage dealers in my raid, for example, but over the last month or more it is far more usual for me to only be in the top 10 or even 12. (Which is not very encouraging considering we usually run with only 12-15 DPS.)  Some of this is due to the nature of the bosses in Tomb of Sargeras, and on a couple of bosses may just be my slow learning curve, but some of it is also due to Blizz’s failure to design BM hunters to scale with gear as well as other classes do. This is a clear class balance design flaw, possibly not limited to BM hunters, but that is the spec I pay attention to.

So yeah, I am starting to get worried about the future of BM hunters. I was confused and angry when they nerfed my beloved SV hunter into the ground in WoD, and I certainly did not catch on at the time to their intent. But I am older and wiser now, and I am beginning to suspect I have seen this show before. Fool me once, etc. I will be scrutinizing every word Blizz has on hunters as we move forward, into 7.3 and beyond.

Now I believe beer is in order. Enjoy your weekend.

Guild-y thoughts

Nothing of great interest in this post. It is just a sort of history of my guild journeys. You can easily skip it and you won’t miss anything.

As we seem to be in a pause in the pace of Legion just now — a good thing, in my opinion — I have been thinking a little about the role and nature of guilds in WoW. I will admit up front that I am a big supporter of them as a structure in the game, but I also know there are pros and cons to belonging to one. At times I envy the independence and freedom of those players who eschew guild membership, and to be honest I rather admire them for their willingness to play — and enjoy — the game completely solo. But when I weigh everything, I personally come down on the side of belonging to a guild.

In my very early days in the game (I started playing at the tail end of Burning Crusade) — when I had only my hunter character and was leveling up, I joined a couple of guilds randomly, stuck around for maybe a week or so, then left. I had no ties to them, I had only answered their chat spam. Once I was in them, I could really see no benefit for me — their guild chat was not especially friendly or welcoming, and the players that were around my level all seemed to have their own set little questing groups. So I didn’t stick around long.

My first real guild experience came when a RL friend of mine invited me to a guild he belonged to. That was where I began to appreciate some of the fun parts of guild membership, and where I got my first taste of how much more fun dungeons and quests were with a group you knew. Unfortunately, the guild was in its waning days, and it dissolved within a couple of months of my joining.

My friend found another guild (one his ex belonged to, but that’s another story) and I was invited to join it. The members were nice enough, and we ran a few dungeons together from time to time, but my strongest memory is that it was just weird, in a funny-strange sort of way. I play on what is ostensibly an RP realm (almost nobody RPs on it except the perverts in Goldshire), and apparently the people in the guild thought RP required a certain manner of speaking. Mind you, they did not really do RP, just enforced what they thought was a speech requirement. It consisted almost entirely of using the pronouns thee and thy and their variations, and sometimes throwing in a few ye‘s and yonder‘s along with some random uses of doth, dost and hath.

It was hysterically ridiculous, not only for the stupidity of the rule, but also because no one in the guild had the slightest idea how to properly use these words. Thee was always used as the subject of a sentence (not properly as an object) in place of “you”. The proper nominative usage, thou, was never used. Thy and thine were used interchangeably and at random as possessives, with no regard to the similar a/an usage today. Egregiously, ye was used not as the second person nominative plural but as a substitute for “the”. Doth and dost were also used pretty much at random, rather than as the third person singular and second person singular, respectively. It was at once painful and hilarious. Some actual examples from guild chat:

  • “Thee can repair thine gear at ye armorer in yonder shoppe.”
  • “Thee needs to hurry, we art in ye dungeon already.”
  • “Thine chat comments dost not conform to our guild rules. We hath these rules because we art on an RP server.”
  • “Doth thee have a cat pet thee couldeth use?”

Yeah, that guild, too, soon disintegrated. Not such a bad thing…

But I digress. By this time in my guild career, my friend had stopped playing the game and therefore — possibly for the best, given his track record — I was on my own to find a new guild. As all my previous guilds had been relatively small ones, I started to look for a really large guild, figuring that even if there was some drama, that it would affect only some of the members not the entire guild. Also, I felt like in a large guild I would have a better chance of finding a sub-group I was comfortable playing with.

Thus I joined what was at the time the largest guild on my server. It was a social guild, but it had a reasonable raid team. There were always organized guild activities, and a lot of people playing on any given night. I was completely oblivious to guild politics, so when there was a dead-of-the-night coup that resulted in a new GM and a whole new slate of officers, I just took it in stride. Eventually I became an officer in this guild, and I stayed with it for almost five years. But it, too, withered. Shortly after the “coup”, guild policies became more and more restrictive, and it lost many of its members. In short order it was no longer even close to the largest on the server. The GM and co-GM held power tightly centralized, so that even the officers had very little say in shaping of policy. For about a year, officers were not even allowed to invite people to the guild without GM approval. Still, I really liked the people in the guild, including the GM and co-GM, so I stayed. Also, I have this damned loyalty gene, and I will not abandon something I have committed to until the situation becomes intolerable.

Eventually the rather repressive nature of the guild, combined with the ravages of WoD, took its toll. We could no longer field even 10 people to raid, and nightly activity dwindled to maybe two or three people on at a time. I wanted to raid on my main hunter, but there was a rule that we could not belong to another guild on the same realm, even with alts, we had to fully commit to this guild all or nothing. I lobbied hard for several weeks and finally won permission to take my alt hunter and a druid alt to another actual raiding guild, as long as I did not say anything about it in guild chat. This of course should have been a final straw for me, but like I said, overdeveloped sense of loyalty….

I finally did leave that guild, though — with a great deal of guilt and angst — and took my main and all my alts to the raiding guild. Sadly, within a couple of months this guild, too, pretty much stopped raiding. (WoD was truly a guild-killer.)

While I had been with my long-term guild, one night during Mists I answered a trade chat request to cut a gem for someone. The person came to me and had mats, so it was nothing for me to cut it. When it was done, they wanted to give me a 100g tip (lot of gold at the time), but I refused because it had been so trivial a thing for me to do. We chatted for a bit, and the person said they were an officer in a certain named guild, and if I ever decided to change guilds I would be welcome there. I filed the guild name away and pretty much forgot about it for a couple of years.

Thus, when I found myself once again guildless, I researched this guild and found they were still very active, had an excellent raid team, and were accepting new members. I applied, was accepted after a short in-game interview, and so that is where I landed, and where I have happily been for almost two years now.

There is no real point to this post, I guess, except to say that sometimes it can take a while to find your niche. In my case, a long while. In my guild journeys, I have discovered a few things about myself. One is that, while I am rather passionate about hot-button topics IRL, I absolutely abhor discussing them in WoW. It just is not the place, in my opinion. I have seen drama tear a guild apart, and nothing induces drama more than arguments about politics or religion or social issues. Just not worth it.

Another thing I have learned is that I need to choose a guild methodically and wisely, because my stupid loyalty fixation will force me to stick with it even if I am miserable.

Last, I know for sure that belonging to a guild — even though there can be drawbacks to it — really enhances the game experience for me. My hope is that Blizz will also rediscover this notion and maybe implement some guild-promotion mechanisms in the next expansion. They have done it before but suddenly backed off. I would like to see them go back to it.

Thee shouldeth giveth me thy opinions on ye guild structure in WoW.

Blood(s), sweat and tears

Today’s rant — yes, I regret to say that’s what it is — is about the most pernicious thing Blizz did to players in Legion: Blood of Sargeras. It is the mat that is the alt-killer and the profession-killer. It is, in fact, designed both to hold players back and to dictate which professions they must choose. It is possibly the most player-unfriendly mechanic ever devised by Blizz, far worse even than the hated Spirit of Harmony in Mists of Pandaria.

Let us review the “features” of Blood of Sargeras:

  • It is soulbound, Bind on Pickup.
  • You cannot collect it until you reach level 110.
  • It was designed to favor gathering professions, some way more than others.
  • You cannot even get it from gathering professions until you reach proficiency level 2 in them, and reaching this level is entirely RNG-dependent.
  • It is a required mat for many upper level crafted items as well as for the application of obliterum to raise the item level of crafted gear.
  • It is awarded, sporadically, in tiny puny numbers, from some world quests and loot chests.

The bottom line here is, any player wishing to craft items (gems, for example) for sale or even for donating to guildies, must have a significant stash of Bloods. Any character such as an alt using crafted gear as a way to gear up must have a freaking enormous stash of Bloods.

Yesterday I did a little experiment on two of my alts. One is a miner/JC and the other is an enchanter/engineer. Both are level 110 and both have the required proficiencies. In theory, according to the supercilious let-them-eat-cake Game Director and crafting devs, both mining and enchanting should yield Bloods.

Uh-huh. I spent 4 hours running mining routes on my miner, ending up with about 2-3 full stacks each of felslate and leystone ore. And four Bloods of Sargeras. Four. That’s right, about one per hour of nonstop mining. On my enchanter, I spent a similar amount of time running world quests for items to DE, and I also spent a tiny bit of time on my main crafting 30 items to send to my enchanter for DE. In all, I probably DE’ed something close to 60 items, for which I received a grand total of two Bloods.

I have no idea what the official Blood drop rate is for the various gathering professions and for DE, but my anecdotal evidence is that it seems all to be pretty much equal for all of them. Wowhead, which basically aggregates anecdotal drop rates for items and is thus not especially scientific, puts all the gathering professions (except fishing, which is abominable at like 0.2 percent) at single-digit Blood drop rates, generally between 2 and 7 percent. So on average, in theory, you should expect one Blood every 20 gathered items. My experience has been closer to 1 every 50, or 2 percent drop rate. But here’s the thing — my skinner can gather a buttload more leather in 10 minutes than my miner or herbalist can gather their items in hours. And my poor enchanter is even worse off.

Now let’s put this into perspective. If I wish to outfit one of these alts with semi-decent gear, the only real way to do it short of turning them into a main and running actual mythic dungeons and normal or higher raids, is to get them crafted armor and use obliterum to upgrade it to ilevel 900. Let’s say, just as a wild assumption, that in fact the alt has been amazingly lucky and gotten two legendaries and maybe a couple of 895-900 level titanforged pieces of loot from an emissary or world quest. That still leaves something like 6-8 pieces of crafted gear to upgrade. Let’s go the low end and say 6, and let’s say I have a main or other alts that could actually craft the gear and send it to them.

Upgrading 6 pieces of crafted gear requires 60 obliterum and 120 Bloods of Sargeras. My rich banker could theoretically buy the obliterum on the auction house, at a staggering cost of between 150,00-200,000 gold, given the current going rate on my server. But with the cost of gear nowadays, that is a real bargain for 6 pieces of gear.

Except an alt who actually needs crafted gear almost never has any possibility of accumulating 120 Bloods in anything resembling reasonable time. It would take months. On an alt that may be played a few hours a week, because hey it is an alt. By the time you spend enough time on an alt to accumulate 120 Bloods, you don’t need the crafted gear any more.

This angers me, mainly because Blizz played coyly cute with the whole crafted gear thing back when they announced Legion. They deliberately misled us by touting the fact that, unlike in WoD, in Legion we would be able to equip as many crafted armor items as we wished. Sorry, Blizz, this was a deliberate lie of omission, and it stinks.

And honestly, it would not be such a big thing to gear up an alt if Blizz had not designed Legion to ensure that gear is everything. You simply cannot play an alt to anything even close to its class potential unless it has high level gear.

Well, you may say, didn’t Blizz make Blood of Sargeras a vendor item in 7.2? Yeah, pretty much in the same way they bragged about equipping crafted gear. That is, they made the exchange rate between garrison resources and Bloods so high that by the time an alt can accumulate the needed number of resources, once again, they will be at the point where they probably do not need crafted gear any more. At 1000 resources per Blood (although you have to buy them 5 at a time), it takes 120,000 garrison resources on an alt to get enough Bloods to upgrade 6 pieces of gear. Not an insurmountable number, but also not something you can even approach for months on an alt.

And it is possible to transfer garrison resources from a main to an alt. But the cost, in my opinion, is prohibitive, in that it ends up being an 80% “tax” on Blood of Sargeras.  That is, you can use Bloods to buy garrison resources to send to an alt, who can in turn use the resources to buy Blood of Sargeras. But for example it would cost your main 100 Bloods to buy enough resources to enable your alt to buy 20 Bloods.

There are also little gizmos in the game that increase a character’s ability to gather Bloods. By far the easiest to get is the shoulder enchant from Wardens that once in a while will grant you 1-5 Bloods just from looting a mob. When I say once in a while, my experience has been that you might get this bundle once every 50-75 mobs. Of course, there are a couple of catches to getting this shoulder enchant. One is that you must be exalted with Wardens to be allowed to purchase it. The other is that the enchant may only be applied to soulbound shoulder gear. Which of course means your alt must be exalted with Wardens in order to get the enchant, you cannot buy the enchant on a main and apply it to shoulders before sending them to the alt. And Wardens rep may only be obtained through world quests or the odd champion mission, it’s not like you can start building rep with them while you are leveling like you can with other faction rep.

So here we are again — Legion has been designed to require players to spend vastly more time at the game than they have spent regularly over past years. It has been designed to be an endless grind for ever-moving goals. Most people complain mainly about AP in this role, but I submit that Blood of Sargeras is even worse. It is the primary mechanism for discouraging alt play and profession play. It is the mechanism Blizz used just prior to Legion to force people to drop dual crafting professions, because suddenly someone thought that should no longer be allowed. It is a deliberate move to force players into Ion Hazzikostas’s prescribed play style, which is that no one should be allowed to “dabble” in alts or professions, that everyone should have one crafting and one gathering profession, that only characters played in exactly the same way as a main should be allowed. He cannot (yet) stop players from creating alts just for fun, but he sure as hell can keep us from actually having fun with them unless they are played with the same intensity and play style as a main. And of course with the prescribed profession mix.

After all, Blizz cannot just permit people to have play style choices, for crying out loud. It offends the Game Director.

It’s past time to release the choke hold on Blood of Sargeras, to permit alt gear catchup, and to make this mat — at a minimum — Bind on Account. 

Hunters don’t fit in Blizzard’s mindset

Blizz announced a couple of days ago that Patch 7.3 will bring some fancy new caster visuals for some caster classes/specs. Um, sure, whatever. I suppose it is nice that they are continuing to improve the game’s visual experience.

Side comment: I have often said that I think mages have the best visuals in the game, so I find it a bit interesting that all three mage specs will be showered with even cooler new visuals, while only a couple of the remainder of the caster classes will be so favored. But then, we all know mages are the teacher’s pet class for Blizz….

And please, no hate mail from all you mages out there — I have a mage alt which I am terrible at but which I really wish I could play better. I stink at it, and I admire anyone who can play a mage well.  I do not hate mages, but you have to admit they are pretty much the untouchable class in WoW. They may not always be top of the DPS charts, but they also never get royally screwed with major changes like, oh, say, making one of the specs suddenly melee. Just sayin’.

Anyway, moving on. In reading the blue post about new visuals, I was struck by one thing: Blizz clearly thinks only in terms of casters and melee. Not ranged and melee. This was a revelation to me because it goes a long way towards explaining why they seem to dislike hunters so much — they have no idea how to think of them. Thus, hunters almost always fall through the cracks or become a last-minute afterthought.

And when I think about it, by “hunters” I am really talking mainly about BM hunters. SV are not really hunters at all but rather just a bad melee class. MM hunters, by virtue of their requirement to stand still to maximize their potential, are very close to casters, only they cast physical damage not magic. But BM hunters fit none of those categories. BM hunters are basically “ranged melee”. Our pets are strictly melee, and they do the bulk of our damage. But we control them (insofar as we can) from a distance, and we can even lob a few rather puny shots in ourselves from range. We live in both worlds, melee and ranged, but when Blizz primarily thinks of ranged as casters, we just get ignored. (Okay, yeah, we did get that marvelous new super-wiggly Cobra Shot, I guess we should be thankful…)

Now that I think about it, I wonder if the major class changes Blizz made to hunters in Legion had less to do with their desire for “spec uniqueness” and much more to do with trying to cram hunters into existing Blizz categories of melee and casters. They succeeded in doing so for two hunter specs, but they failed with beastmastery hunters. We are still neither fish nor fowl, still the exception spec, still the spec none of the devs really loves or understands at anything beyond a numbers level. Blizz created us, but they have no idea how to design our visuals or our damage or our rotations.

They are uncomfortable when we get either a caster or a melee advantage. Think about the very foundation of BM hunters, for example — we are “beast masters” but we have really very little control over our pets, and none over Hati. Is this because Blizz does not want someone standing at range to be able to have any real control over events in melee space? Or look at our puny, focus-eating Cobra Shot — does Blizz consider it unfair for a player to have a powerful ranged shot that is not cast, would it make “real” casters angry?

Yes, BM hunters are still the exception spec. Personally, I love this. I like not being part of the melee or caster herd, even if it means we are always the afterthought for cool changes like new visuals. But I suspect Blizz hates it. Over the years we have seen more and more centralized control in the game, more of Blizz making decisions for us about endgame activities, of Blizz deciding what our playstyle should be, of when and how we may use our flying mounts, of how many weeks it must take us to see new content, of how quickly we may progress in our professions, of how likely it is any of us will see needed gear. In this mindset, a spec that does not fit neatly into some set category is a real problem, because it must be dealt with separately, as an exception. Thus, Blizz must either largely ignore it because it takes too many resources to deal with, or work steadily to squeeze it into a category so it can be dealt with as part of a gaggle.

This makes me worry about what will happen to BM hunters in the next expansion. Will Blizz continue to allow us to exist as the exceptional spec we are, or will they stuff us into one of their defined categories? I think we will have to wait until at least Blizzcon to get even a hint of this, but I will be listening intently in the coming months. If Blizz starts to talk about something like “exciting new changes to hunters”, I will know it is time to panic.

But for now, it is time to start a weekend. See you on the other side.